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    posted a message on Changing Tech Requirements with Triggers

    You need to use Catalog Field Value Set if you want to modify anything from data editor with triggers. In your particular case, you'd want it to look like that:

    • Catalog - Set value of Abilities "ZergBuild" ("InfoArray[5].Button.Requirements") for [Player here] to HaveSpawningPool

    where:

    1. Abilities - specifies what type of data you'll be changing
    2. ZergBuild - ID of zerg build ability
    3. InfoArray - path to modify ability commands of this ability
    4. [5] - it's and array where 5 is ID of hydralisk den
    5. .Button.Requirements - path to modify requirements of this command
    6. HaveSpawningPool - ID of requirement which requires a spawning pool done
    Posted in: Triggers
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    posted a message on LoL melee bug

    Thanks! I finally made it out of bronze with it!

    Posted in: General Chat
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    posted a message on Example of map with timing trigger?

    I tried getting perfect timings, and best thing i could do i creating a timer that will run for specified duration, and another that fires off when timer expires. Had lots of problem with all those waits.

    Posted in: Triggers
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    posted a message on Real-Time Variable creation

    You can try using data tables for this instead. You can store values as lets say, Variable.+(text(X)) and them recall them using same string.

    Posted in: Triggers
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    posted a message on Behavior that modifies ability energy cost

    I don't think you can make ability cost different for one specific unit. Values of those are stored per player, so you'd either need to create a copy of ability and give it to this specific unit with modified cost, or I dunno.

    @MangleMind: You could research Set Catalog Field Value trigger function - you can use it to change pretty much any value that can be upgraded, but you can specify the values using variables.

    Posted in: Miscellaneous Development
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    posted a message on Multiple Nukes/No Factory

    You have to remove requirement from the ability, not from the unit's command card. Note requirement is also limiting amount of nukes in the silo.

    • Removing Requirement

    Go to abilities, in Ghost Academy - Arm Magazine (Nuke) on Ability tab, in Ability Commands - Arm Magazine, double click or right click and Modify Command Ammo 1. In there, you should remove requirements from the ability. You can also change cooldown/time of making nukes.

    • Changing Requirement

    Go to requirements, either make a new one and link Ammo 1 from train nuke ability to it, or modify Train Nuke (default req for nuke). You could use this expression to limit number of trainable nukes:

    CountUnit(Nuke,QueuedOrBetterAtUnit) < {tooltip here} 4

    Where 4 is the number of nukes that can be held in each silo.

    If you want to change the cost of nuke, you have to go to units -> terran -> projectile -> weapon - nuke and change the cost.

    Posted in: Data
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    posted a message on Unit upgrades with trigger.

    You should try using Tech Tree - Set Upgrade Level For Player function to specify upgrades.

    Posted in: Triggers
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    posted a message on Dialog for triggering player, another for allies of triggering player?

    Don't know why it wouldn't show up, have you tried making it show to players by using other function than Allies of player, maybe manually entering their numbers.

    Also, you could reset Dark forest entrance proceed count to 0 after "a player is not ready to enter". And it wouldn't fire anyways in your setup, as when you press last button, it changes from 2 to 3, so proceed trigger won't fire at it'd compare 2 == 3. You could change it into action, and fire it from NW choices adding if active players = [dark forest procced count] after choices which increase it.

    Oh, and I would make dialog boxes only once (maybe in map initialization or make new trigger that'd turn off after one entrance to the zone) and only use show/hides later.

    And WikiCreole is really annoying regarding pasting and double - enters everywhere, you mat want to use lua markup to paste triggers, or try plain text or sth for post (drop down box on bottom left of typing box).

    Posted in: Triggers
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    posted a message on Bank not working

    youcan'tusespacesinbanknames

    Posted in: Triggers
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    posted a message on Trigger Fires only when certain Unit type enters region.

    81 triggers? What would they do exactly? Does actions differ so much for each region (I assume that's the event) thay you need to have 81 of them? Maybe you could use array or sth to reduce this number.

    Posted in: Triggers
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    posted a message on Community Documentation Project

    Posting in this thread means im interested in this idea.

    Posted in: Miscellaneous Development
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    posted a message on Ghosts?

    @ST4RKiLL3R: Go

    You didn't read entire OP's post. He meant ghosts "like" in a racer, but he wanted them to use for a build order trainer or sth. That way it's a bit more complicated, as im using event that records every time unit gets an order, time it was ordered, ID of unit that got it, target of the order, switch to check if order is queued, and order itself ofc.

    Oh and to OP, if you wouldn't mind disregarding units and leaving only building/timer they were built I could easily adjust my design to simply accomplish it.

    Posted in: Triggers
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    posted a message on Deactivate behavior with ability?

    I don't know for sure, but If shield behavior got "Behavior" tab, you could look for a "Disabled Behaviors" field and add pylon power to it. That way pylon power would be deactivated while shield is on.

    Posted in: Data
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    posted a message on Ghosts?

    It's interesting concept I'd say. I've tried making map which saved orders in one mode, and in seconds it re-made all units and ordered them as they went before. It's a bit crude (8000 sized array to save orders, units, time etc.) but It's working so-so, having few stupid errors, like units wont move out of the way of the building you order to make (like when you play they smartly move away), or workers won't always bounce off to the same mineral node. Ofc everything collides, so if I wanted to be able to make both 'recording' and re-playing at the same time I would need to make a copy of all units, or at least take time to modify their pathing with catalogvalue or sth.

    Posted in: Triggers
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    posted a message on Preventing Bank Duplication

    You can either try encrypting your banks by modifying values while saving (like multiplying them by 985 + 497 or sth.) so while editing bank values won't mean much to the one editing, then decrypting them when loading map and returning fail if values don't match (failed 'hacking').

    There's not really a better solution atm, blizz didn't think well about using banks for saving stuffs like that.

    Posted in: Triggers
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